| Kerrdremak |
Jarrdreg nods his head and swings the door wide open. The kobold warriors in the room scramble to stand up and grab their spears.
Kerrdremak barks an order to his men as he holds up one hand. The other moves to his masterwork club.
"Hold! It has not yet provoked us."
In common he addresses Zevon.
"Explain your presence, elf."
Kerrdremak is a hunch-backed kobold with dark blue scales. One of his ears is immensely oversized (a birth defect) and droops under the weight of several human finger-bone earrings. These grim trophies jangle obscenely whenever he nods his head.
| Rhen Vemsa |
Rhen hangs back just a bit, trying to keep his face in the shadow to not let the Kobolds see him.
"This won't be goin' well"
"Just becareful Zevon, they be likin' their tricks and traps."
| Zevon Vierding |
Well met wise Kerrdremak. I am called Zevon. My companions and I search these halls for our missing young. They were taken by order of Merlokrep and his shaman, Jekkajak. Jarrdreg tells me that you are not in agreement with the kings recent actions. I feel that shows you to be both rational and wise. Since Merlokep has now caused harm to both of us, I propose an alliance. Aid us in rescuing the children, and by doing so you will free yourself from the foolish whims of this despot.
| Kerrdremak |
Kerrdremak moves to where he can see down the hall. "You offer the service of 4 men and the pleasure of one female? The proper response would have been an army."
Merlokrep is a fool. He needs to be replaced. His leadership will continue to doom our people. It was doomed from the beginning. At his coronation, his consort tripped and poked out one of his eyes with the crown he now wears. I am willing and able to take his place. With your help, that could happen. He had to kill 18 of his siblings to get where he is. That is all he is good at.
We will help you find these children but you must give your word that you will help us kill Merlokrep. You must also agree that I get his crown. It is the crown of our people and would be no more than a souvenir to you. On these two terms I can not waiver. When I am king you will always have quarter here so long as we remain. I will not molest nor harm any humans that do not threaten us. My best judgment tells me to leave this place and find a safer place for my people. Between the forge spurned and the shadows, this is no longer a place for kobolds to thrive. I must lead our people to better environs. Do I have your word on this Zevon?"
| Zevon Vierding |
Zevon looks back to the party.
I do not foresee any issue regarding these terms. Allow me to explain the agreement to my companions for their approval. As you know from experience with your king, matters such as these should be discussed, lest hasty decisions end in ruin.
Zevon bows and steps back to the group. In a hushed voice:
I believe this to be quite the boon. If this creature was to lead his people out of the Crucible, the Hollow would have no need to worry about another kobold attack.
| Rhen Vemsa |
Rhen chews it over, nodding at Zevon, "They still be sneaky little things, we just be needin' ta be careful here."
Rhen stays back by the door so as to not sour the discussion.
| Reinar Rolstad |
Reinar nods to Zevon and adresses Kerrdremak.
"Nothing infuriates me more than an incompetent ruler, as a fellow future king, i will help you get your crown. I can even try to leave the finishing blow for you."
| Kerrdremak |
"A future king. Very good. As a future king you will respect my next wish. As we move to Merlokrep we will undoubtedly encounter my future subjects. It is not my wish to harm them so long as they agree to my leadership. Allow me some diplomacy and even intimidation before we resort to violence against my future subjects."
| Zevon Vierding |
A wise and understandable request. Unnecessary combat only sours relations. As I said, our intent is not to destroy your people, but to rescue the taken and punish the responsible so that future safety is ensured. As I see it, Melrokrep and Jekkajak hold sole responsibility.
| Kerrdremak |
"Beyond this door to the north is a makeshift elevator with an intentional weight limit. It is guarded by a Dark Talon Hunter and four warriors. I will attempt to persuade him. We need a signal should I fail and your violence be necessary"
| Zevon Vierding |
Zevon pulls a thunderstone from his pouch.
I can give you this to drop. It deals no damage, but creates a loud sound. If you would prefer something more subtle, I could enchant you so that I would hear a simple whisper. You could alert us in that way. Which would you prefer?
| Kerrdremak |
Kerrdremak exits the north door. He approaches the Dark Talon Hunter.
diplomacy to help, punishment possible V DC 15 + 1: 1d20 + 1 ⇒ (18) + 1 = 19
"The Dark Talon has sided with us. We may move forward."
| Kerrdremak |
"Beware the forge spurned humans. The foolish Merlokrep sent his best warriors into that forge to kill it. He heard rumor that its soul chain must be destroyed in order to truly kill it. The first thing those warriors learned was that the chain is so hard it is difficult to sunder. We also learned that it can destroy a masterwork greataxe with one blow of its adamantine hammer. The soul chain is more dangerous than any weapon we have ever seen. The atrocity can bellow forth a cloud of cinders that covers the entire room. Several of our warriors were blinded by them. Rumor now has it that he has since acquired a hellhound to ward off future intruders. If it is the child you seek down there I dare say get it and flee. While I do wish to be rid of this murderous atrocity, I have doubt even your party can do such a thing. I need your party alive to kill Merlokrep. Should you happen to kill it, I will be forever in your debt.
Why is it that a female is outfitted for battle? Did they not bring you here for their pleasure?"
| Igar The Terrible |
Unlike the rest of this level, this area features rough stone and undressed rock reminiscent of a mine shaft. The tunnels divide and rejoin
several times, making it difficult to maintain a sense of direction. Compounding this confusion, thick acrid smoke fills these tunnels, making it difficult to see anything beyond a few feet. Smoke from forges travels to a great chimney spout high up on Droskar’s Crag, but the chimneys are thick with soot, and a great deal of this smoke ends up filling these tunnels. All creatures in the tunnels have concealment. Disregard the obstacles (rocks?) in the tunnel. You may follow squares.
| Rhen Vemsa |
Rhen will check the room most are gathering in for Traps or other exits knowing a bit about Kobolds.
Traps and Doors: 1d20 + 6 + 1 ⇒ (12) + 6 + 1 = 19
After that he will back up Cirthana.
| Zevon Vierding |
Zevon joins the party at the entryway. He considers all the that has been said about the forgespurned and tries to consolidate it.
Knowledge (religion): 1d20 + 4 ⇒ (16) + 4 = 20
| Igar The Terrible |
When a dwarven worshiper of Droskar perishes, he is brought before his divine lord and judged. If the Master of the Dark Furnace finds him unworthy he is pierced with burning barbs and returned to the world as an undead terror on an accursed errand to gather souls for Droskar’s Furnace. The penance varies depending on how displeased the master is with his subject. Lesser offenders need only capture ten or twenty souls to appease Droskar. Others are condemned to spend several lifetimes gathering hundreds of souls to earn a reprieve from their fiery torment. Most of these accursed cast-offs are dwarven smiths, warriors, or clanlords who failed to please the Master of the Dark Furnace in life. They are consumed with their need to forge their soul chains and prey upon any creature they feel they can easily best. If a forge spurned is felled and its chain taken by another, it seethes in dark fury. A forge spurned stops at nothing to retrieve its chain, lest it be forced to forge another, extending its period of burning torment.
Forge spurned often haunt their former homes, skulking in darkened dwarven halls or among the ruins of their people’s past glory. They prefer to remain below the earth where their malevolent soul forging goes unnoticed by others. Forge spurned often lair near magma vents, lakes of lava, or other hot environs that facilitate their sinister toil.
In addition to everything Kerrdremak just told you, you know it has fast healing as well.
| Rhen Vemsa |
" i be looking o'r the lift up and down, we will be having to go 2 at a time. It would be fallin' apart if we went o'r 270 kilos or so." Rhen also thinks something. "I bet also betting the guardin' thing be healing his wounds quickly so we be needin' ta strike him down fast."
| Zevon Vierding |
With all we have heard, bring the cursed soul down should be a secondary goal. As we learned from the corpses, these creatures are distractible.
If we can draw its attention, the child should be able to escape. I will try to bring it down with the whip. Failing that, I will protect whosoever engages the spurned.
| Reinar Rolstad |
To Kerrdremak's comment about Lady Cirthana.
"Believe me when I say she is a warrior stronger than most of us, you probably don't want to offend her. Though I personally am quite pleased with her presence.", he follows the group, listening as they discuss strategy.
"I'm eager to at least trade a few blows with this enemy you keep talking about, let me be your distraction if thats what you need."
| Lady Cirthana of Iomedae |
Cirthana prepares for battle. She no longer looks you in the eyes nor does she smile. Her mind concentrates on spells and battle maneuvers. She places her hand on each of you briefly. She includes herself in this preparation.
Guidance. This spell imbues the subject with a touch of divine guidance for 1 minute or until expended. The creature gets a +1 competence bonus on a single attack roll, saving throw, or skill check. It must choose to use the bonus before making the roll to which it applies.
She drops her visor and readies her shield.
| Bulgard Merkenkin |
Bulgard comes to, wiping the drool from his chin. He unties his boot laces, sheathes his greatsword and draws his bow.
Mind if I go first? I'd like to sneak around make sure there aren't any nasty surprises lurking around that corner.
stealth: 1d20 + 9 ⇒ (17) + 9 = 26